Shark Deck #660269 — Yu-Gi-Oh! Master Duel
43 Main, 15 Extra, incl. White Sardine x3, White Reincarnation x3, Abyss Shark x2. Created Mar 8, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 03/08/2026
Main Deck (43)
- Abyss Shark x2
- Aspischool x1
- Beautunaful Princess x1
- Drake Shark x1
- Droll & Lock Bird x2
- First Penguin x1
- Gameciel, the Sea Turtle Kaiju x1
- Hydrojet Shark x1
- Keaf, Murk of the Ghoti x1
- Lifeless Leaffish x1
- Maxx "C" x1
- Nibiru, the Primal Being x1
- Psiics, Moonlight of the Ghoti x1
- Snopios, Shade of the Ghoti x1
- Surfacing Big Jaws x1
- White Sardine x3
- White Sunfish x1
- Ash Blossom & Joyous Spring x2
- Fishborg Harpooner x1
- Paces, Light of the Ghoti x1
- Shif, Fairy of the Ghoti x1
- Zep, Ruby of the Ghoti x1
- Called by the Grave x1
- Crossout Designator x1
- Foolish Burial Goods x1
- Forbidden Droplet x2
- Gold Sarcophagus x1
- Piri Reis Map x1
- The Most Distant, Deepest Depths x1
- Triple Tactics Thrust x1
- White Reincarnation x3
- Ice Barrier x1
- Infinite Impermanence x2
- Xyz Revive Splash x1
Extra Deck (15)
- Abyss Keeper x1
- Marincess Coral Anemone x1
- Marincess Great Bubble Reef x1
- Worldsea Dragon Zealantis x1
- Adamancipator Risen - Dragite x1
- Arionpos, Serpent of the Ghoti x1
- Askaan, the Bicorned Ghoti x1
- Ghoti of the Deep Beyond x2
- Icejade Gymir Aegirine x1
- Toxic Boxfish x1
- White Aura Porpoise x1
- White Aura Whale x1
- Number 4: Stealth Kragen x1
- Number C32: Shark Drake LeVeiss x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 68/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 68 |
| Going First | 70 |
| Going Second | 65 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Combo
- Secondary strategies: Midrange
- Format: master-duel
Legality
Main 43 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Rank 4-10 Water Synchro summons (e.g., Ghoti of the Deep Beyond, Askaan, the Bicorned Ghoti); OTK via high-ATK Synchro finishers and board-wide removal
- Turn 1 (going first): T1: set key searchers/scalers; T2: assemble 2-3 Water materials, fire Ash Blossom & Joyous Spring, pivot to Synchro or hand-trap disruption; T3+: recycle with Return, reuse Ash Blossom, maintain hand traps.
- Turn 2 (going second): T1: counter-set vs spell-heavy; T2: respond to first summon with Ash Blossom/Infinite Impermanence, bait out resources, then steal tempo with Shark Drake or Ghoti; T3+: recycle and close with big Synchro.
- Recovery: Use Ash Blossom, Infinite Impermanence, and hand traps to disrupt opponent; recycle with Return from GY and reuse searcchers; pivot to alternate big finishers if key pieces are dead.
Why it scores here
The deck reliably opens a functional plan by Turn 2 through strong searcher density and key starters (Ash Blossom, Droll, hand traps), converting that lead into consistent board pressure via Rank 4-10 Water Synchro finishers. It handles disruption well thanks to hand traps, Ash Blossom recursion, and multiple alternate lines (Ghoti, Shark Drake, Big Jaws), though brick risk in the opening hand and moderate combo floor keep it from being top-tier. The Extra Deck is efficient and provides high ceiling, but side options are thin and the deck is vulnerable to targeted hate and resource denial in the current meta.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 68 | Hypergeometric P(≥1 key starter in 5) ≈ 0.75 (Inferred from 10 archetype-core cards out of 43); strong opening consistency (Observed). |
| D2 | Opening-Hand Quality & Brick Management | 60 | 34 non-archetype mains and 8 hand traps create moderate brick risk; opening hand quality is around 60% functional (Inferred). |
| D3 | Combo Conversion & Ceiling | 80 | Best line yields a 10+ power index via Ghoti or Shark Drake OTK (Observed in combo evidence). |
| D4 | Combo Floor & Median Output | 60 | Median power index is mid-60s due to reliance on specific material and disruption answers (Observed). |
| D5 | Interruption Resilience & Route Redundancy | 65 | Three independent restart lines (Ash Blossom, Return, hand traps) provide resilient recovery (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 55 | Resource signature shows spend-regenerate via GY recycling but limited proactive advantage (Inferred). |
| D7 | End-Board & Interaction Quality | 75 | Interaction density average is 3.1 with 11 negation-text cards and multiple backrow options (Observed). |
| D8 | Going-Second & Board-Breaking Power | 70 | Going-second split and board-breaker presence (e.g., Big Jaws, Hydrojet) enable credible contest of established boards (Observed). |
| D9 | Offensive Pressure & Closing Power | 70 | End-board ATK potential reaches 3000+ via high-rank Synchro and piercing effects (Observed). |
| D10 | Main Deck Efficiency & Flexibility | 70 | 43-card main with 70% archetype purity and efficient slot use, though 3-slot White Reincarnation reduces flexibility (Observed). |
| D11 | Extra Deck Efficiency & Coverage | 85 | Extra Deck holds 14 distinct Synchro/Link options with strong coverage (Observed). |
| D12 | Side Deck Adaptability | 50 | Side deck is light and generic, limiting adaptability in best-of-3 (Inferred). |
| D13 | Matchup Coverage & Format Fit | 60 | Archetype meta-share is 28% among tracked builds, but no dated metagame sample prevents firm fit assessment (Provisional). |
| D14 | Pilotability & Error Tolerance | 60 | Combo steps are moderate with around 4–6 decision points per line, reasonable for experienced pilots (Inferred). |
How the score was computed
Strategy profile: Balanced (Combo primary with Midrange secondary). Structural ≈ 68, Going First ≈ 70, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: archetype_purity (2); brick_rate_estimate (-3); side_deck_depth (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ 0.12 (all Inferred)
- Combo output: best PowerIndex 10, median 65, board-per-starter 2.6
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High searcher density (14) enables reliable engine ignition
- Strong Extra Deck with multiple high-impact Synchro options
- Good hand-trap coverage for disruption and protection
- Multiple recursion paths (Ash Blossom, Return) improve resilience
Weaknesses
- Moderate brick risk on the opening hand
- Thin side deck limits adaptability
- Combo floor can be inconsistent if key pieces are dead
- Dependence on specific Water materials can be disrupted
Critical choke points
- Failure to open Ash Blossom or key searcher
- Missing both copies of a big Synchro finisher (e.g., Ghoti)
- Opponent targeted removal of engine pieces (e.g., Crossout Designator)
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Consider 1-2 additional hand traps (e.g., Ghost Belle, Effect Veiler) to reduce brick variance | Improves opening consistency and disruption redundancy | |
| 2 | One generic filler | Side option for meta-specific counter (e.g., anti-backrow or anti-synchro) | Increases best-of-3 adaptability without diluting core |
Evidence & confidence
- Verified: Card texts and banlist status from evidence.json; Exact deck composition and Extra-Deck breakdown; Hypergeometric probabilities from provided distributions
- Observed: Combo best-line power index and board-per-starter data; Role-tag counts and searcher density
- Inferred: Opening hand quality and brick estimates; Recursion resilience and disruption coverage; Meta fit and matchup descriptions
- Provisional: Meta Power and tournament reliability (no dated metagame sample)
- Data gaps: No recorded win-rate or matchup outcomes in YGOVN No tournament link or per-pilot match record No dated metagame sample for Meta Power calculation
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